From The Blog: Important changes: supportedPlatforms in build.settings

The recent announcement of Public Release 2830 brings an important change that could cause your app builds to fail, if you use plugins.

Each plugin supports a build.settings line called supportedPlatforms, that lets you decide which platforms should load specific plugins. For example, it doesn’t make sense to load Google Play Game Services for iOS builds. Using supportedPlatforms, you can restrict the loading of this plugin to just Android builds, which would make more sense.

You can also choose to specify which simulator skins should load a special “stub” plugin to allow the simulator to run even though there wasn’t a real plugin for the simulator available. This appears as a string like ["win-sim"] = true in the supportedPlatform‘s list.

As we bring Windows desktop builds out of beta to join OS X builds, we need to be able to specify plugins for those platforms when they are supported. To reduce confusion, the simulator will now always download the simulator plugin stub regardless of what is in supportedPlatforms.

As such we are standardizing the possible values for supportedPlatforms.

You can use these values:

  • iphone — includes all iOS devices
  • appletvos — Apple TVs
  • osx — OS X desktop builds
  • android — all Android device builds
  • ["android-kindle"] — Amazon Kindle builds
  • win32 — Windows desktop builds

Important:  If your app uses either ["win-sim"] or ["osx-sim"] then you should either change them to win32 or osx, if the plugin is supported on those platforms, or simply remove those items from the supportedPlatforms line.

This is a breaking change that you may need to adapt for.

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